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Mav's Asset Release (Racing stuff + Bacta Tanks)

Posted: Wed Aug 15, 2007 1:59 pm
by Maveritchell
I've been meaning to release the healing tank (bacta/kolto) stuff for a while, but never got around to writing a readme, since it's not just a place-in-ZE deal. I decided to go ahead and write one, finally, since I had to write one for racemode anyway.

Here're the assets to the bacta/kolto tanks along with instructions:

MediaFire

And for those of you that've tried out Ralltiir: Swoop Circuit and liked it, I'm releasing the assets to both the code and the swoops, so that you can make your own race mode! Note that you will have to have a little bit of knowledge about working with .luas to use this.

Swoop assets (vehicle):

MediaFire

Racemode assets:

MediaFire

And as an aside, make sure if you use those racemode assets to give a big thanks to Ace_Azzameen_5, who, in addition to helping me out with some coding stuff initially, also cleaned up the code a lot after I'd finished making it, so that it runs and looks smoother.

Salud!

Posted: Wed Aug 15, 2007 2:44 pm
by FOOLIS
yeah very cool dude 8)

Posted: Wed Aug 15, 2007 2:57 pm
by Bantha55
WOOT!!!!!!!!! I ´m defimetely using the koltotanks in my Hothmap! THX!!!!!!!!!!!

Posted: Wed Aug 15, 2007 6:07 pm
by cloneknight
koltotanks-is that the blue healing things that lock you in them?

Posted: Wed Aug 15, 2007 6:13 pm
by Maveritchell
Yep. Although they can be bacta tanks too, I just localized them as Kolto Tanks in Sullust. I designed them purposely nondescript so that they could be used as either kolto or bacta tanks.

Posted: Wed Aug 15, 2007 7:07 pm
by theITfactor
You rock :wink: Trying these out now

Posted: Thu Aug 16, 2007 4:47 pm
by Challenger33
Bantha55 wrote:WOOT!!!!!!!!! I ´m defimetely using the koltotanks in my Hothmap! THX!!!!!!!!!!!
Same here :) . Thanks!

-:royal:

Posted: Sat Aug 18, 2007 10:34 am
by FOOLIS
the bacta tank is really cool , but can´t you make one which is already animated and we just have to place it in the map, or is that impossible ?

Posted: Sat Aug 18, 2007 9:42 pm
by Ace_Azzameen_5
Thanks for the thanks.

I would to give a big thanks to Maveritchel for laying out the script and doing the ground work, which is about a billion times harder than ideas and 'refining'.

I did Eureka a couple times though, and spoon-fed debugged* so I guess I'm pretty awesome :P.

*Well, it was more like to smart people rambling on about insane theories and correcting each other but...I'm making you all bored. I'm all out of funny. :oops: :x

Posted: Sat Aug 18, 2007 10:08 pm
by RepSharpshooter
Thank you very much. Perhaps I can make a pod racer model? I'm not sure if that's been already done, the search button is broken. Of course I'd want to increase the traction. :) (I slide out of control)

Posted: Sun Aug 19, 2007 10:28 am
by Maveritchell
RepSharpshooter wrote:Perhaps I can make a pod racer model? I'm not sure if that's been already done, the search button is broken. Of course I'd want to increase the traction. :) (I slide out of control)
Knock yourself out. I'm pretty sure one was started once, but I'm equally sure that it was never finished/released. I shied away from podracers (even though the map is set up like that, and the swoops handle like pods) just because it would either require:
a) 8 or so different pod models, or
b) 8 copies of 1 or 2 models
Neither of those seemed very appealing to me. Also, you're welcome to try and tweak the stats, but it's pretty hard to make something be both fast and high-traction. I'm pretty sure that I scaled-up the traction quite a bit on my swoops, and they're still pretty "floaty."

Regardless of how you do it, I'd love to see some more race maps out there! :D

Posted: Sun Aug 19, 2007 11:05 am
by RepSharpshooter
Ok, great! I'm making a Tatooine race circuit. I'm not going to call it Mos Epsa for sure, but It'll be close to it. That's a lot of models, I'll start with one. I can model pretty well on Gmax, and I have this trick to get it into XSI for free, so I guess I'll do that! (Too bad I haven't finished my msh exporter for gmax :( )

Really? The traction is bumped up? I hope raising some more won't cause problems at low speeds. Also, I want faster acceleration if possible for pods.

PS Even though I wanted to do this before I saw yours, thanks for the inspiration! (And the assets!)

Posted: Sun Aug 19, 2007 11:35 am
by Snork
I think for pods you'd have to have the actual pod and the cables as one giant tentacle connecting to the engines. I think that might work.

Posted: Sun Aug 19, 2007 12:47 pm
by RepSharpshooter
A giant tentacle? So it moves? That may be difficult. But here's a pod:
Image

Posted: Sun Aug 19, 2007 12:51 pm
by Snork
Well I don't know much about model making, so don't ask me.

Export obj from GMax

Posted: Sun Aug 19, 2007 2:16 pm
by AceMastermind
RepSharpshooter wrote:I have this trick to get it into XSI for free
There is no trick to it, all you need is the gmax2obj export script and the grab listener to export it to .obj, then import .obj into XSI.

Posted: Sun Aug 19, 2007 3:20 pm
by RepSharpshooter
I couldn't get .obj to import with the modtool version. It may also look like my texture gets lost as well, but I'll see if blender can import it correctly, and then export .xsi.
This is getting off-topic. But I guess it's still barely relevant to "racing stuff"

Posted: Sun Aug 19, 2007 6:46 pm
by Thunder
Right Here I Have A Quistion
For The Swoops Do You Need To Upload Them In read data File At The LUA's

Posted: Mon Aug 20, 2007 4:10 pm
by Maveritchell
The swoops are the same as any addon vehicle; yes, you need to call them in the .lua. You also need to add them to a modified side.

Posted: Mon Aug 20, 2007 5:10 pm
by -_-
So.. where's that model I asked for Mav :D